// weapon.cpp: all shooting and effects code
#include "cube.h"
#import "Command.h"
#import "DynamicEntity.h"
#import "Monster.h"
#import "OFString+Cube.h"
#import "Projectile.h"
static const int MONSTERDAMAGEFACTOR = 4;
#define SGRAYS 20
static const float SGSPREAD = 2;
static OFVector3D sg[SGRAYS];
static const struct {
short sound, attackdelay, damage, projspeed, part, kickamount;
OFString *name;
} guns[NUMGUNS] = {
{ S_PUNCH1, 250, 50, 0, 0, 1, @"fist" },
{ S_SG, 1400, 10, 0, 0, 20, @"shotgun" }, // *SGRAYS
{ S_CG, 100, 30, 0, 0, 7, @"chaingun" },
{ S_RLFIRE, 800, 120, 80, 0, 10, @"rocketlauncher" },
{ S_RIFLE, 1500, 100, 0, 0, 30, @"rifle" },
{ S_FLAUNCH, 200, 20, 50, 4, 1, @"fireball" },
{ S_ICEBALL, 200, 40, 30, 6, 1, @"iceball" },
{ S_SLIMEBALL, 200, 30, 160, 7, 1, @"slimeball" },
{ S_PIGR1, 250, 50, 0, 0, 1, @"bite" },
};
void
selectgun(int a, int b, int c)
{
if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS ||
c >= NUMGUNS)
return;
int s = player1.gunSelect;
if (a >= 0 && s != a && player1.ammo[a])
s = a;
else if (b >= 0 && s != b && player1.ammo[b])
s = b;
else if (c >= 0 && s != c && player1.ammo[c])
s = c;
else if (s != GUN_RL && player1.ammo[GUN_RL])
s = GUN_RL;
else if (s != GUN_CG && player1.ammo[GUN_CG])
s = GUN_CG;
else if (s != GUN_SG && player1.ammo[GUN_SG])
s = GUN_SG;
else if (s != GUN_RIFLE && player1.ammo[GUN_RIFLE])
s = GUN_RIFLE;
else
s = GUN_FIST;
if (s != player1.gunSelect)
playsoundc(S_WEAPLOAD);
player1.gunSelect = s;
// conoutf(@"%@ selected", (int)guns[s].name);
}
int
reloadtime(int gun)
{
return guns[gun].attackdelay;
}
COMMAND(weapon, ARG_3STR, ^(OFString *a1, OFString *a2, OFString *a3) {
selectgun((a1.length > 0 ? a1.cube_intValue : -1),
(a2.length > 0 ? a2.cube_intValue : -1),
(a3.length > 0 ? a3.cube_intValue : -1));
})
// create random spread of rays for the shotgun
void
createrays(OFVector3D from, OFVector3D to)
{
float dist = OFDistanceOfVectors3D(from, to);
float f = dist * SGSPREAD / 1000;
for (int i = 0; i < SGRAYS; i++)
#define RNDD (rnd(101) - 50) * f
sg[i] = OFAddVectors3D(to, OFMakeVector3D(RNDD, RNDD, RNDD));
}
// if lineseg hits entity bounding box
static bool
intersect(DynamicEntity *d, OFVector3D from, OFVector3D to)
{
OFVector3D v = OFSubtractVectors3D(to, from);
OFVector3D w = OFSubtractVectors3D(d.origin, from);
float c1 = OFDotProductOfVectors3D(w, v);
OFVector3D p;
if (c1 <= 0)
p = from;
else {
float c2 = OFDotProductOfVectors3D(v, v);
if (c2 <= c1)
p = to;
else {
v = OFMultiplyVector3D(v, c1 / c2);
p = OFAddVectors3D(v, from);
}
}
return (p.x <= d.origin.x + d.radius && p.x >= d.origin.x - d.radius &&
p.y <= d.origin.y + d.radius && p.y >= d.origin.y - d.radius &&
p.z <= d.origin.z + d.aboveEye && p.z >= d.origin.z - d.eyeHeight);
}
OFString *
playerincrosshair()
{
if (demoplayback)
return NULL;
for (id player in players) {
if (player == [OFNull null])
continue;
OFVector3D o = player1.origin;
if (intersect(player, o, worldpos))
return [player name];
}
return nil;
}
#define MAXPROJ 100
static Projectile *projs[MAXPROJ];
void
projreset()
{
for (size_t i = 0; i < MAXPROJ; i++)
projs[i].inuse = false;
}
void
newprojectile(OFVector3D from, OFVector3D to, float speed, bool local,
DynamicEntity *owner, int gun)
{
for (size_t i = 0; i < MAXPROJ; i++) {
Projectile *p = projs[i];
if (p == nil)
projs[i] = p = [Projectile projectile];
if (p.inuse)
continue;
p.inuse = true;
p.o = from;
p.to = to;
p.speed = speed;
p.local = local;
p.owner = owner;
p.gun = gun;
return;
}
}
static void
hit(int target, int damage, __kindof DynamicEntity *d, DynamicEntity *at)
{
OFVector3D o = d.origin;
if (d == player1)
selfdamage(damage, at == player1 ? -1 : -2, at);
else if ([d isKindOfClass:Monster.class])
[d incurDamage:damage fromEntity:at];
else {
addmsg(1, 4, SV_DAMAGE, target, damage, d.lifeSequence);
playsound(S_PAIN1 + rnd(5), &o);
}
particle_splash(3, damage, 1000, o);
demodamage(damage, o);
}
const float RL_RADIUS = 5;
const float RL_DAMRAD = 7; // hack
static void
radialeffect(
DynamicEntity *o, OFVector3D v, int cn, int qdam, DynamicEntity *at)
{
if (o.state != CS_ALIVE)
return;
OFVector3D origin = o.origin;
float dist = OFDistanceOfVectors3D(v, origin);
OFVector3D temp = OFSubtractVectors3D(v, origin);
dist -= 2; // account for eye distance imprecision
if (dist < RL_DAMRAD) {
if (dist < 0)
dist = 0;
int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
hit(cn, damage, o, at);
temp =
OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800);
o.velocity = OFAddVectors3D(o.velocity, temp);
}
}
static void
splash(Projectile *p, OFVector3D v, OFVector3D vold, int notthisplayer,
int notthismonster, int qdam)
{
particle_splash(0, 50, 300, v);
p.inuse = false;
if (p.gun != GUN_RL) {
playsound(S_FEXPLODE, &v);
// no push?
} else {
playsound(S_RLHIT, &v);
newsphere(v, RL_RADIUS, 0);
dodynlight(vold, v, 0, 0, p.owner);
if (!p.local)
return;
radialeffect(player1, v, -1, qdam, p.owner);
[players enumerateObjectsUsingBlock:^(
id player, size_t i, bool *stop) {
if (i == notthisplayer)
return;
if (player == [OFNull null])
return;
radialeffect(player, v, i, qdam, p.owner);
}];
[Monster.monsters enumerateObjectsUsingBlock:^(
Monster *monster, size_t i, bool *stop) {
if (i != notthismonster)
radialeffect(monster, v, i, qdam, p.owner);
}];
}
}
static inline void
projdamage(
DynamicEntity *o, Projectile *p, OFVector3D v, int i, int im, int qdam)
{
if (o.state != CS_ALIVE)
return;
OFVector3D po = p.o;
if (intersect(o, po, v)) {
splash(p, v, po, i, im, qdam);
hit(i, qdam, o, p.owner);
}
}
void
moveprojectiles(float time)
{
for (size_t i = 0; i < MAXPROJ; i++) {
Projectile *p = projs[i];
if (!p.inuse)
continue;
int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1);
if ([p.owner isKindOfClass:Monster.class])
qdam /= MONSTERDAMAGEFACTOR;
OFVector3D po = p.o, pto = pto;
float dist = OFDistanceOfVectors3D(po, pto);
OFVector3D v = OFSubtractVectors3D(po, pto);
float dtime = dist * 1000 / p.speed;
if (time > dtime)
dtime = time;
v = OFMultiplyVector3D(v, time / dtime);
v = OFAddVectors3D(v, p.o);
if (p.local) {
for (id player in players)
if (player != [OFNull null])
projdamage(player, p, v, i, -1, qdam);
if (p.owner != player1)
projdamage(player1, p, v, -1, -1, qdam);
for (Monster *monster in Monster.monsters)
if (!vreject(monster.origin, v, 10.0f) &&
monster != p.owner)
projdamage(monster, p, v, -1, i, qdam);
}
if (p.inuse) {
if (time == dtime)
splash(p, v, p.o, -1, -1, qdam);
else {
if (p.gun == GUN_RL) {
dodynlight(p.o, v, 0, 255, p.owner);
particle_splash(5, 2, 200, v);
} else {
particle_splash(1, 1, 200, v);
particle_splash(
guns[p.gun].part, 1, 1, v);
}
}
}
p.o = v;
}
}
// create visual effect from a shot
void
shootv(int gun, OFVector3D from, OFVector3D to, DynamicEntity *d, bool local)
{
OFVector3D loc = d.origin;
playsound(guns[gun].sound, d == player1 ? NULL : &loc);
int pspeed = 25;
switch (gun) {
case GUN_FIST:
break;
case GUN_SG: {
for (int i = 0; i < SGRAYS; i++)
particle_splash(0, 5, 200, sg[i]);
break;
}
case GUN_CG:
particle_splash(0, 100, 250, to);
// particle_trail(1, 10, from, to);
break;
case GUN_RL:
case GUN_FIREBALL:
case GUN_ICEBALL:
case GUN_SLIMEBALL:
pspeed = guns[gun].projspeed;
if ([d isKindOfClass:Monster.class])
pspeed /= 2;
newprojectile(from, to, (float)pspeed, local, d, gun);
break;
case GUN_RIFLE:
particle_splash(0, 50, 200, to);
particle_trail(1, 500, from, to);
break;
}
}
void
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
OFVector3D from, OFVector3D to)
{
hit(target, damage, d, at);
float dist = OFDistanceOfVectors3D(from, to);
OFVector3D v = OFSubtractVectors3D(from, to);
v = OFMultiplyVector3D(v, damage / dist / 50);
d.velocity = OFAddVectors3D(d.velocity, v);
}
void
raydamage(
DynamicEntity *o, OFVector3D from, OFVector3D to, DynamicEntity *d, int i)
{
if (o.state != CS_ALIVE)
return;
int qdam = guns[d.gunSelect].damage;
if (d.quadMillis)
qdam *= 4;
if ([d isKindOfClass:Monster.class])
qdam /= MONSTERDAMAGEFACTOR;
if (d.gunSelect == GUN_SG) {
int damage = 0;
for (int r = 0; r < SGRAYS; r++)
if (intersect(o, from, sg[r]))
damage += qdam;
if (damage)
hitpush(i, damage, o, d, from, to);
} else if (intersect(o, from, to))
hitpush(i, qdam, o, d, from, to);
}
void
shoot(DynamicEntity *d, OFVector3D targ)
{
int attacktime = lastmillis - d.lastAction;
if (attacktime < d.gunWait)
return;
d.gunWait = 0;
if (!d.attacking)
return;
d.lastAction = lastmillis;
d.lastAttackGun = d.gunSelect;
if (!d.ammo[d.gunSelect]) {
playsoundc(S_NOAMMO);
d.gunWait = 250;
d.lastAttackGun = -1;
return;
}
if (d.gunSelect)
d.ammo[d.gunSelect]--;
OFVector3D from = d.origin;
OFVector3D to = targ;
from.z -= 0.2f; // below eye
float dist = OFDistanceOfVectors3D(from, to);
OFVector3D unitv = OFSubtractVectors3D(from, to);
unitv = OFMultiplyVector3D(unitv, 1.0f / dist);
OFVector3D kickback =
OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f);
d.velocity = OFAddVectors3D(d.velocity, kickback);
if (d.pitch < 80.0f)
d.pitch += guns[d.gunSelect].kickamount * 0.05f;
if (d.gunSelect == GUN_FIST || d.gunSelect == GUN_BITE) {
unitv = OFMultiplyVector3D(unitv, 3); // punch range
to = OFAddVectors3D(from, unitv);
}
if (d.gunSelect == GUN_SG)
createrays(from, to);
if (d.quadMillis && attacktime > 200)
playsoundc(S_ITEMPUP);
shootv(d.gunSelect, from, to, d, true);
if (![d isKindOfClass:Monster.class])
addmsg(1, 8, SV_SHOT, d.gunSelect, (int)(from.x * DMF),
(int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF),
(int)(to.y * DMF), (int)(to.z * DMF));
d.gunWait = guns[d.gunSelect].attackdelay;
if (guns[d.gunSelect].projspeed)
return;
[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
if (player != [OFNull null])
raydamage(player, from, to, d, i);
}];
for (Monster *monster in Monster.monsters)
if (monster != d)
raydamage(monster, from, to, d, -2);
if ([d isKindOfClass:Monster.class])
raydamage(player1, from, to, d, -1);
}